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Add initializeShadow() to TerrainRenderer that creates a depth-only shadow pipeline reusing the existing shadow.vert/frag shaders (same path as WMO/M2/character renderers). renderShadow() draws all terrain chunks with sphere culling against the shadow coverage radius. Wire both init and draw calls into Renderer so terrain now casts shadows alongside buildings and NPCs. |
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| .. | ||
| audio | ||
| auth | ||
| core | ||
| game | ||
| network | ||
| pipeline | ||
| platform | ||
| rendering | ||
| third_party | ||
| ui | ||